Download as pdf or txt
Download as pdf or txt
You are on page 1of 26

Table of Contents

17 Magic Rings Random Treasure Generator . . . . . . .2-3


Mini Quests . . . . . . . . . . . . . . 4
Familial Bands. . . . . . . . . . . . . 5
Firebane Ring . . . . . . . . . . . . . 6
Goodberry Band. . . . . . . . . . . . . 6
Ring of Arrest. . . . . . . . . . . . . 6
Ring of Concentration . . . . . . . . . 7
Ring of Courage . . . . . . . . . . . . 7
Ring of Darksight . . . . . . . . . . . 8
Ring of Dwarven Friendship. . . . . . . 8
Ring of Elven Friendship. . . . . . . . 8
Ring of Pacifism. . . . . . . . . . . . 9
Ring of Precision . . . . . . . . . . . 9
Ring of Restoration & Ruin. . . . . . . 10
Ring of Spell-Theft . . . .. . . . . . 10
Ring of Telepathy . . . . . . . . . . . 10
Ring of Warning . . . . . . . . . . . . 10
Spectral Ring . . . . . . . . . . . . . 12
Summoner’s Ring . . . . . . . . . . . . 12
Wedding Bands . . . . . . . . . . . . . 12
Appendix A: Definitions . . . . . . . . 14
OGL . . . . . . . . . . . . . . . . . . 23

Welcome to 17 Magic Rings, our latest book in the


Author 17 series from The Le Games
Eytan Bernstein
(celerybad@yahoo.com) The Le Games Yahoo Group
Want to hear more about our books, and even get
Layout / Editing some coupons and freebies? Come to our yahoo
The Le Group!
(TheLeGames@gmail.com) http://games.groups.yahoo.com/group/TheLeGam
es/
17 Magic Rings

Table: Random Treasure Generator (1d100)

Minor Medium Major Item Market Price


01-60 01-05 - Goodberry Band 2,000 gp
61-85 06-10 - Ring of Courage 2,000 gp
86-100 11-20 - Ring of Precision 4,000 gp
21-40 01-05 Ring of Elven Friendship 10,800 gp
41-50 06-10 Ring of Pacifism 10,800 gp
51-60 11-15 Ring of Darksight 12,000 gp
61-70 16-20 Spectral Ring 12,000 gp
71-80 21-25 Ring of Restoration & Ruin 13,000 gp
81-90 26-30 Ring of Warning 15,000 gp
91-95 31-35 Ring of Dwarven Friendship 17,000 gp
96-100 36-40 Firebane Ring 20,000 gp
41-60 Ring of Concentration 30,000 gp
61-75 Summoner’s Ring 30,000 gp
76-80 Ring of Arrest 49,000 gp
81-85 Ring of Telepathy 75,000 gp
86-90 Ring of Spell-Theft 90,000 gp
91-95 Wedding Bands 164,000 gp
96-100 Familial Bands 194,000 gp

The Le Games 2 Eytan Bernstein


You wanna? Wayne Tonjes
17 Magic Rings

Table: Random Treasure Generator (1d20)

Minor Medium Major Item Market Price


1-12 1 - Goodberry Band 2,000 gp
13-17 2 - Ring of Courage 2,000 gp
18-20 3-4 - Ring of Precision 4,000 gp
5-8 1 Ring of Elven Friendship 10,800 gp
9-10 2 Ring of Pacifism 10,800 gp
11-12 3 Ring of Darksight 12,000 gp
13-14 4 Spectral Ring 12,000 gp
15-16 5 Ring of Restoration & Ruin 13,000 gp
17-18 6 Ring of Warning 15,000 gp
19 7 Ring of Dwarven Friendship 17,000 gp
20 8 Firebane Ring 20,000 gp
9-12 Ring of Concentration 30,000 gp
11-15 Summoner’s Ring 30,000 gp
16 Ring of Arrest 49,000 gp
17 Ring of Telepathy 75,000 gp
18 Ring of Spell-Theft 90,000 gp
19 Wedding Bands 164,000 gp
20 Familial Bands 194,000 gp

The Le Games 3 Eytan Bernstein


You wanna? Wayne Tonjes
17 Magic Rings

Mini Quest
This book lists 18 Magic Rings, their descriptions,
and their creation costs. However, just because the Additional Info: The stones were stolen by the
creation cost is listed does not mean a player village elder, Darksir, who plans on using it’s innate
should have access to it. powers to take over the entire region and eventually
the world!
One way of spicing up your world is by introducing
Recipes. The concept is simple: the recipe for The First Element: The war between the Neko
creating this magic item may be part of the treasure kingdom and Mithran kingdom came to an end
you hand out, or part of a quest. nearly 17 years ago. Recently
That’s right, make the players however, Neko has discovered
work for it. that the Mithran kingdom still
keeps many Neko soldiers as
Let’s face it, a sorcerer who prisoners of war. Tensions are
learns to create a new type of escalating as Neko is
helmet isn’t going to just give it demanding the return of their
out for free, not to mention a heroes, while Mithran is
particular recipe may be lost refusing (and demanding
over time (requiring it to be compensation for the war).
rediscovered in some lost chest).
Additional Info: Your party is
Here are some mini plots you hired by the Neko kingdom to
can use to spice up your game penetrate the Mithran capital
and perhaps hand out recipes as and free the dozen or so
rewards. soldiers that are prisoners,
while political negotiations
The Three Stones: The Village continue. The Neko kingdom
of Bywn has 3 sacred stones grants you whatever equipment
that is normally kept in the and manpower you require, but
village square. Someone has secrecy and stealth is crucial.
stolen the stones! You must find
them and bring them back!
The Le Games 4 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

Familial Bands
(Major) Similar to wedding bands, these golden
rings are created to allow parents to monitor their
children and look out for their safety. The ring is
placed on the finger of a child in a special naming
or coming of age ceremony and can only be
removed by one of the parents, though the child
can remove it once they reach the age of 18. The
rings come in pairs, though additional
guardians/parents can be given rings to match the
pair. For additional rings, just divide the price by
two to get the price for a single ring. This ring can
be worn on the same hand as a wedding band,
without taking up an extra slot. The ring provides a
number of functions that allow the parents the
monitor and protect the child:
• Three times per day the parent can use a
shield other effect on the child.
• Three times per day, the parent or child can
use a telepathic bond effect. The three uses
are a pool that can be drawn from by either
the parent or the child.
• The parent has a constant status effect on, in
regard to the child.
• Once per day, the parent can scry on their
child. 8). If the save is successful, the child will
• Once per day, the child can transport have used up the ability for the day.
him/herself to their parent or the child can • Similar to above, once per day the parent can
transport the parent to him/herself. If the transport him/herself to the child or
latter is attempted, the parent may refuse to transport the child to him/herself (no saving
be teleported on a successful Will save (DC throw).

The Le Games 5 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

All abilities have an unlimited range (GM’s Faint transmutation; CL 5th; Forge Ring, quench.
discretion), though they do not function if the Market Price: 20,000 gp; cost to create: 10,000 gp +
members of the couple are on different planes. 800 gp.

Strong abjuration, divination, conjuration; CL 17th;


Forge Ring, telepathic bond, refuge, scry, shield
Goodberry Band
(Minor) This strange ring appears to be a small
other, status; Market Price: 194,000; cost to create
metallic wreath encircling the index finger.
112,000 gp + 7,765 XP. These costs are per pair.
Attached to the ring are 10 small metal berries.
When broken off, a metal berry becomes real and
Firebane Ring acts like a goodberry, as the spell. Each day, the
(Medium) This carved white opal band allows its ring replenishes 2d4 metal berries. Detached
wearer to combat fire based spells, effects, and berries lose their potency if not consumed within
creatures. The wearer can put out non-magical fires an hour of detachment.
by touch. The wearer can also attempt to dispel
existing fire spells by touch, rolling 1d20 + 5 Faint transmutation; CL 1st; Forge Ring, goodberry;
against a DC of 11 + the caster level of the fire Market Price: 2,000 gp; cost to create: 1,000 gp +
spell. This can be used to counter fire spells as they 40 XP.
are being cast, if the wearer readies an action and
makes the appropriate Spellcraft check. The wearer
can make a melee touch attack as a standard
Ring of Arrest
(Major) This ring appears to be a band of dark
action against creatures of the fire subtype, dealing
bloodstone. Three times per day, when the wearer
5d6 damage (no save). Finally, the wearer can
holds the hand with the ring out in a halting
dispel magic items that create or control flames by
gesture and says the command word, “halt”, they
touch. The item loses all fire-based abilities for 1d4
can invoke hold onto a single creature within 190
hours unless it succeeds on a Will save (DC 13 +
ft, as per the hold monster (or halt undead) spell.
half the ring wearer’s level); note that artifacts are
The nature of the creature is irrelevant, but the
immune to this effect. The wearer takes no damage
creature is entitled to a Will save (DC 17) to avoid
when touching fire-based creatures, spells, and
the effect.
items when using this item. She does however take
normal damage when subjected to fire-based
attacks.
The Le Games 6 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

Moderate enchantment and necromancy; CL 9th;


Forge Ring, halt undead, hold monster; Market
Price: 49,000 GP; cost to create: 24,500 GP + 1960
Ring of Courage
(Minor) This ring allows its wearer to alleviate the
XP.
fears of others using a remove fear effect. He may
help up to two people with the ring, granting them
Ring of a +4 circumstance bonus on saves against fear for
Concentration 10 minutes. If he uses this on someone under the
influence of a fear effect, that person gains an
(Major) This coral band aids spellcasters and
immediate save to resist the effect, with the bonus.
manifests in concentrating on and maintaining
spells and powers. The wearer of the ring receives a
Faint abjuration; CL 4th; Forge Ring, remove fear;
+5 circumstance bonus on concentration checks. In
Market Price: 4,000 gp; cost to create: 2,000 gp +
addition, as a move equivalent action the wearer of
80 XP.
the ring can transfer concentration of a spell or
power over to the ring itself. The ring can maintain
the spell for the same duration as its wearer could.
If something would normally have a chance at
disrupting the spell or power, the ring makes a
concentration check using its wearer’s modifiers.
Essentially, the ring partitions a small portion of its
wearer’s psyche for the sole purpose of
concentrating on spells or powers.

• GM’s Option: The GM may wish to penalize


the ring’s concentration check by 2. When
the wearer has reached 10th level and 20th
level, this penalty can be reduced by 1.

Moderate telepathy; ML 8th; Craft Universal Item,


schism, creator must have 5 or more ranks in
concentration; Market Price: 30,000 gp; cost to
create: 15,000 gp + 1200 XP.

The Le Games 7 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

Ring of Darksight • +2 bonus on ability checks made to resist


being bull rushed or tripped when standing
(Medium) This onyx ring grants its wearer the
on the ground (but not when climbing, flying,
ability to see in all forms of darkness, including
riding, or otherwise not standing firmly on
that created by magic. The wearer gains darkvision
the ground).
60 ft. and suffers no ill effects from supernatural
darkness. While wearing the ring, the eyes of the • Darkvision: The wearer can see in the dark
wearer become completely black and the wearer up to 50 feet.
becomes sensitive to bright light (sunlight or a • Stonecunning, as a Dwarf.
daylight spell) like a subterranean creature; they • An dwarf who grew up in an dwarven
are blinded for one round and then dazzled for as community automatically recognizes the
long as they remain in the light. symbols on the ring. If they have a positive
view of their race, they are positively inclined
Faint transmutation; CL 3rd; Forge Ring, darkvision; to the wearer. The wearer of the ring receives
Market Price: 12,000 gp; cost to create: 6,000 gp + a +2 bonus on all charisma based checks
480 XP. with dwarves who view the ring positively.
This bonus only comes into effect if the ring
is visible to people and the dwarf is aware of
Ring of it.
Dwarven Friendship
(Medium) This simple steel ring is given to non- Faint abjuration, divination, transmutation; CL
dwarves who have performed a great service to 6th; Forge Ring, creator must be a dwarf; Market
dwarves or dwarven communities. The ring itself Price: 17,000 gp; cost to create: 8,500 gp + 680
has markings that only dwarves and other wearers XP.
of this ring can identify. The “dwarf-friend” wearing
the ring receives several of the signature abilities of Ring of
the dwarves as noted below.
• +2 bonus on Appraise and Craft checks Elven Friendship
related to stone and metal. (Medium) This simple platinum ring is given to non-
• +2 bonus on saving throws against poison elves who have performed a great service to elves or
• +2 bonus on saving throws against spells and elven communities. The ring itself has markings
spell-like abilities. that only elves and other wearers of this ring can
identify. The “elf-friend” wearing the ring receives
The Le Games 8 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

several of the signature abilities of the elves as


described below.
• +2 bonus on Spot, Listen, and Search checks.
Automatically make search checks when
passing within 5 ft. of a secret door.
• +2 saving throw bonus against enchantment
effects. Immunity to all magic sleep effects.
• Low-Light Vision: The wearer can see twice as
far as a human in starlight, moonlight,
torchlight, and other conditions of similar
illumination. She retains the ability to
distinguish color and detail under these
conditions.
• An elf or half-elf who grew up in an elven
community automatically recognizes the
symbol on the ring. If they have a positive
view of their race, they are positively inclined
to the wearer. The wearer of the ring receives
a +2 bonus on all charisma based checks surrounded by an aura of peace and calm. The
with elves and half-elves who view the ring wearer is surrounded by a constant sanctuary
positively. This bonus only comes into effect if effect. In addition, twice per day the wearer can
the ring is visible to people and the elf or half- calm emotions as the spell.
elf is aware of it.
Faint abjuration and enchantment; CL 3rd; Forge
Faint abjuration, divination, transmutation; CL 6th; Ring, calm emotions, sanctuary; Market Price:
Forge Ring, creator must be an elf or half-elf; 10,800 gp; cost to create: 5,400 gp + 432 XP.
Market Price: 10,800 gp; cost to create: 5,400 gp +
432 gp. Ring of Precision
(Minor) This simple ivory band increases the
Ring of Pacifism supernatural precision of those who wear it. The
(Medium) This small ring of braided vines fits over wearer receives a +2 bonus on all ranged touch
its wearer’s thumb. When worn, its wearer is attacks, which stacks with other bonuses.
The Le Games 9 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

the spell. All variables of the spell function as if it


Faint transmutation; CL 6th; Forge Ring, cat’s was cast by the wearer. Should the wearer of the
grace; Market Price: 4,000 gp; cost to create: 2,000 ring attempt to dismiss the spell, he must make
gp + 80 XP. another opposed caster level check. If the check
fails, the spell is not dismissed and control over it
reverts back to its originator.
Ring of
Restoration & Ruin • GM’s Option: The GM may wish to limit this
(Medium) This strange ring appears as if half of it ring’s usage.
was melted. One half is shiny smooth metal; the
other half looks like melted slag. Three times per Strong abjuration; CL 13th; Forge Ring, break
day, the wearer of the ring can use make whole as enchantment; Market Price: 90,000 gp; cost to
per the spell. In addition, three times per day, the create: 45,000 gp + 3,600 XP.
wearer can use shatter as the spell (DC 13).

Faint evocation and transmutation; CL 3rd; Forge


Ring of Telepathy
(Major) This ring is made of smooth green quartz. It
Ring, make whole, shatter; Market Price: 13,000 gp;
allows its wielder to communicate telepathically
cost to create: 6,500 gp + 520 XP.
with any creature within 50 ft. that has a language.

Ring of Spell-Theft Moderate divination; CL 9th; Forge Ring, telepathic


(Major) This ring allows a spellcaster to steal control bond; Market Price: 75,000 gp; cost to create:
of a spell cast by another caster within line of sight. 37,500 gp + 3,000 XP.
This spell must be one that does not depend on
concentration but still relies on or responds to the
caster’s control. The wearer of the ring need not
Ring of Warning
(Medium) This simple ring has no apparent effects
have the spell in his repertoire or spell list, but
when first worn. When in the presence of danger
must be aware of the existence and nature of the
however, its abilities become apparent. The ring
effect. The wearer must sacrifice a spell of at least
glows faintly when within 60 ft. of certain types of
one level higher than the spell to be stolen. The
creatures and effects that may threaten the wearer
wearer then makes an opposed caster level check
as follows:
against the originator of the spell. If the check
succeeds, the wearer of the ring gains control over • Spectral black light: undead.
The Le Games 10 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

• Black flames: evil outsiders.


• Sickly green: poison.
• Purple: aberrations.
• Bright blue: magical beasts.
• Red flames: dragons.
• Pure black: death spells and effects.
• Light green: illusions
• Violet: shapechangers.
• White light: good outsiders.

The wearer of the ring must determine what the


different colors mean through trial and error. The
ring provides no indication as to the meanings of
the colors. If more than one type of threat is detect,
ie. poisonous magical beasts, the ring alternates
between the different colors. The strength of the
danger is indicated by the brightness of the glow.
The GM can feel free to add additional colors for
other types of creatures and effects as desired (or
remove them). The wearer is not automatically
aware of the glow unless it is powerful. Unless the
character has reason to be looking at their hand, or
says they are actively looking at it, they must make
a spot check DC 15 to notice the glow (lower if the
glow is brighter). Detecting the presence of a
creature or effect does not in any way make the
character better at fighting or resisting it, though in
the case of some effects (such as illusions), it may
help the character to circumvent or avoid the effect.

Moderate divination; CL 5th; Forge Ring, detect evil,


detect good, detect magic, detect poison, detect
The Le Games 11 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

undead, true seeing; Market Price: 15,000 gp; cost summon monster III to summon 1d4+1 celestial
to create: 7,500 gp + 600 XP. giant fire beetles, it instead summons 1d4+2.

Spectral Ring Strong conjuration; CL 12th; Forge Ring, creator


must be at least 12th level; Market Price: 30,000 gp;
(Medium) When this dark jet ring is first put on, the
cost to create: 15,000 gp + 1200 XP.
wearer’s hand is immediately surrounded by a
shadowy glove that absorbs all light. Rumor says
that the creators of these rings bound a specter into Wedding Bands
the ring, only to let it loose when it suited their (Major) This pair of platinum rings is placed on the
purposes. The wearer can release the glove from his fingers of two people during their wedding
hand, sending it forth to deliver touch spells, as per ceremony. When the words in the ceremony that
the spectral hand spell. The spectral glove borrows make the union official are spoken, the power of the
some of the life-force of its wearer in order to bands is activated. The bands are inscribed with
conduct the touch spells through a sympathetic the names of the couple. They will not function if
link. This ability can be used at will. In addition, worn by someone else. The bands cannot be
once per day the wearer of the ring can fire a ray of forcefully removed, short of physically removing the
enfeeblement that inflicts a 1d6+2 strength penalty. finger upon which they are worn, unless a break
This ability can be used as a ray, or the it can be enchantment or similar effect is used successfully.
used as a touch attack through the spectral hand. Should the couple ever break up, they magic of the
rings is suppressed, though it can be reactivated
Faint necromancy; CL 3rd; Forge Ring, ray of with another ceremony. This ring can be worn on
enfeeblement, spectral hand; Market Price: 12,000 the same hand as a familial band, without taking
gp; cost to create: 6,000 gp + 240 XP. up an extra slot. The bands provide a number of
benefits that allow the wedded couple to aid each
Summoner’s Ring other and maintain their union as described below.
• Three times per day, the couple can use a
(Major) This ring of cut turquoise often has an angel
shield other effect on each other.
or other creature etched within it, and is a boon to
any summoner who wears it. When casting any • Three times per day, the couple can use a
spell with the summoning descriptor that summons telepathic bond effect. The uses are a pool
a variable number of creatures, add one to all that can be drawn from by either member of
variable rolls for the spell. Thus, when using the couple.

The Le Games 12 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

• The couple receives a +5 circumstance bonus All abilities have an unlimited range, though they
on all will saves that would make them do not function if the members of the couple are on
violate their union. different planes.
• The couple has a constant status spell in
effect in regards to each other. Strong abjuration, divination, conjuration; CL 13th;
• Once per day, the ring allows one of the Forge Ring, telepathic bond, refuge, resistance,
spouses to instantly transport themselves to shield other, status; Market Price: 164,000 GP;
the location of the other spouse. If the ability 82,000 gp + 6,560 experience. These costs are per
is used by one spouse for the day, it cannot pair.
be used by the other.

The Le Games 13 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

APPENDIX A: DEFINITIONS
This sections provides definitions for the various spells,
abilities, and other effects that are used in this book.
This is provided to minimize the need to sift through
different manuscripts.

Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of
each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments,
transmutations, and curses. Break enchantment can
reverse even an instantaneous effect. For each such
effect, you make a caster level check (1d20 + caster
level, maximum +15) against a DC of 11 + caster level of
the effect. Success means that the creature is free of the
spell, curse, or effect. For a cursed magic item, the DC is
25.If the spell is one that cannot be dispelled by dispel
magic, break enchantment works only if that spell is 5th
level or lower. If the effect comes from some permanent
magic item break enchantment does not remove the
curse from the item, but it does frees the victim from the
item’s effects.

Blinded
The character cannot see. He takes a -2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any),
The Le Games 14 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings

moves at half speed, and takes a -4 penalty on Search hold of the creature again, provided that its duration
checks and on most Strength- and Dexterity-based skill has not expired in the meantime.
checks. All checks and activities that rely on vision
(such as reading and Spot checks) automatically fail. All Calm Emotion
opponents are considered to have total concealment Enchantment (Compulsion) [Mind-Affecting]
(50% miss chance) to the blinded character. Characters Level: Brd 2, Clr 2, Law 2
who remain blinded for a long time grow accustomed to Components: V, S, DF
these drawbacks and can overcome some of them. Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Calm Emotion Area: Creatures in a 20-ft.-radius spread
Enchantment (Compulsion) [Mind-Affecting] Duration: Concentration, up to 1 round/level (D)
Level: Brd 2, Clr 2, Law 2 Saving Throw: Will negates
Components: V, S, DF Spell Resistance: Yes
Casting Time: 1 standard action This spell calms agitated creatures. You have no control
Range: Medium (100 ft. + 10 ft./level) over the affected creatures, but calm emotions can stop
Area: Creatures in a 20-ft.-radius spread raging creatures from fighting or joyous ones from
Duration: Concentration, up to 1 round/level (D) reveling. Creatures so affected cannot take violent
Saving Throw: Will negates actions (although they can defend themselves) or do
Spell Resistance: Yes anything destructive. Any aggressive action against or
This spell calms agitated creatures. You have no control damage dealt to a calmed creature immediately breaks
over the affected creatures, but calm emotions can stop the spell on all calmed creatures. This spell
raging creatures from fighting or joyous ones from automatically suppresses (but does not dispel) any
reveling. Creatures so affected cannot take violent morale bonuses granted by spells such as bless, good
actions (although they can defend themselves) or do hope, and rage, as well as negating a bard’s ability to
anything destructive. Any aggressive action against or inspire courage or a barbarian’s rage ability. It also
damage dealt to a calmed creature immediately breaks suppresses any fear effects and removes the confused
the spell on all calmed creatures. This spell condition from all targets. While the spell lasts, a
automatically suppresses (but does not dispel) any suppressed spell or effect has no effect. When the calm
morale bonuses granted by spells such as bless, good emotions spell ends, the original spell or effect takes
hope, and rage, as well as negating a bard’s ability to hold of the creature again, provided that its duration
inspire courage or a barbarian’s rage ability. It also has not expired in the meantime.
suppresses any fear effects and removes the confused
condition from all targets. While the spell lasts, a Darkvision
suppressed spell or effect has no effect. When the calm Darkvision is the extraordinary ability to see with no
emotions spell ends, the original spell or effect takes light source at all, out to a range specified for the

The Le Games 15 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

creature. Darkvision is black and white only (colors Dazzled


cannot be discerned). It does not allow characters to see The creature is unable to see well because of
anything that they could not see otherwise-invisible overstimulation of the eyes. A dazzled creature takes a -
objects are still invisible, and illusions are still visible as 1 penalty on attack rolls, Search checks, and Spot
what they seem to be. Likewise, darkvision subjects a checks.
creature to gaze attacks normally. The presence of light
does not spoil darkvision. Goodberry
Transmutation
Daylight Level: Drd 1
Evocation [Light] Components: V, S, DF
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Casting Time: 1 standard action
Components: V, S Range: Touch
Casting Time: 1 standard action Targets: 2d4 fresh berries touched
Range: Touch Duration: One day/level
Target: Object touched Saving Throw: None
Duration: 10 min./level (D) Spell Resistance: Yes
Saving Throw: None Casting goodberry upon a handful of freshly picked
Spell Resistance: No berries makes 2d4 of them magical. You (as well as any
The object touched sheds light as bright as full daylight other druid of 3rd or higher level) can immediately
in a 60-foot radius, and dim light for an additional 60 discern which berries are affected. Each transmuted
feet beyond that. Creatures that take penalties in bright berry provides nourishment as if it were a normal meal
light also take them while within the radius of this for a Medium creature. The berry also cures 1 point of
magical light. Despite its name, this spell is not the damage when eaten, subject to a maximum of 8 points
equivalent of daylight for the purposes of creatures that of such curing in any 24-hour period.
are damaged or destroyed by bright light. If daylight is
cast on a small object that is then placed inside or Halt Undead
under a light- proof covering, the spell’s effects are Necromancy
blocked until the covering is removed. Daylight brought Level: Sor/Wiz 3
into an area of magical darkness (or vice versa) is Components: V, S, M
temporarily negated, so that the otherwise prevailing Casting Time: 1 standard action
light conditions exist in the overlapping areas of effect. Range: Medium (100 ft. + 10 ft./level)
Daylight counters or dispels any darkness spell of equal Targets: Up to three undead creatures, no two of which
or lower level, such as darkness. can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (see text)

The Le Games 16 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

Spell Resistance: Yes effect. (This is a full-round action that does not provoke
This spell renders as many as three undead creatures attacks of opportunity.) A winged creature who is
immobile. A nonintelligent undead creature gets no paralyzed cannot flap its wings and falls. A swimmer
saving throw; an intelligent undead creature does. If the can’t swim and may drown.
spell is successful, it renders the undead creature Arcane Focus: A small, straight piece of iron.
immobile for the duration of the spell (similar to the
effect of hold person on a living creature). The effect is Make Whole
broken if the halted creatures are attacked or take Transmutation
damage. Material Component: A pinch of sulfur and Level: Clr 2
powdered garlic. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Hold Monster Target: One object of up to 10 cu. ft./ level
Enchantment (Compulsion) [Mind-Affecting] This spell functions like mending, except that make
Level: Brd 4, Law 6, Sor/Wiz 5 whole completely repairs an object made of any
Components: V, S, M/DF substance, even one with multiple breaks, to be as
Target: One living creature strong as new. The spell does not restore the magical
This spell functions like hold person, except that it abilities of a broken magic item made whole, and it
affects any living creature that fails its Will save. Arcane cannot mend broken magic rods, staffs, or wands. The
Material Component: One hard metal bar or rod, which spell does not repair items that have been warped,
can be as small as a three-penny nail. burned, disintegrated, ground to powder, melted, or
vaporized, nor does it affect creatures (including
Hold Person constructs).
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3 Mending
Components: V, S, F/DF Transmutation
Casting Time: 1 standard action Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Range: Medium (100 ft. + 10 ft./level) Components: V, S
Target: One humanoid creature Casting Time: 1 standard action
Duration: 1 round/level (D); see text Range: 10 ft.
Saving Throw: Will negates; see text Target: One object of up to 1 lb.
Spell Resistance: Yes Duration: Instantaneous
The subject becomes paralyzed and freezes in place. It is Saving Throw: Will negates (harmless, object)
aware and breathes normally but cannot take any Spell Resistance: Yes (harmless, object)
actions, even speech. Each round on its turn, the Mending repairs small breaks or tears in objects (but
subject may attempt a new saving throw to end the not warps, such as might be caused by a warp wood

The Le Games 17 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

spell). It will weld broken metallic objects such as a ring, apart


a chain link, a medallion, or a slender dagger, providing Duration: 10 minutes; see text
but one break exists. Ceramic or wooden objects with Saving Throw: Will negates (harmless)
multiple breaks can be invisibly rejoined to be as strong Spell Resistance: Yes (harmless)
as new. A hole in a leather sack or a wineskin is You instill courage in the subject, granting it a +4
completely healed over by mending. The spell can repair morale bonus against fear effects for 10 minutes. If the
a magic item, but the item’s magical abilities are not subject is under the influence of a fear effect when
restored. The spell cannot mend broken magic rods, receiving the spell, that effect is suppressed for the
staffs, or wands, nor does it affect creatures (including duration of the spell. Remove fear counters and dispels
constructs). cause fear.

Ray of Enfeeblement Sanctuary


Necromancy Abjuration
Level: Sor/Wiz 1 Level: Clr 1, Protection 1
Components: V, S Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
Effect: Ray Target: Creature touched
Duration: 1 min./level Duration: 1 round/level
Saving Throw: None Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: No
A coruscating ray springs from your hand. You must Any opponent attempting to strike or otherwise directly
succeed on a ranged touch attack to strike a target. The attack the warded creature, even with a targeted spell,
subject takes a penalty to Strength equal to 1d6+1 per must attempt a Will save. If the save succeeds, the
two caster levels (maximum 1d6+5). The subject’s opponent can attack normally and is unaffected by that
Strength score cannot drop below 1. casting of the spell. If the save fails, the opponent can’t
follow through with the attack, that part of its action is
Remove Fear lost, and it can’t directly attack the warded creature for
Abjuration the duration of the spell. Those not attempting to attack
Level: Brd 1, Clr 1 the subject remain unaffected. This spell does not
Components: V, S prevent the warded creature from being attacked or
Casting Time: 1 standard action affected by area or effect spells. The subject cannot
Range: Close (25 ft. + 5 ft./2 levels) attack without breaking the spell but may use
Targets: One creature plus one additional creature per nonattack spells or otherwise act.
four levels, no two of which can be more than 30 ft.

The Le Games 18 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

Scrying Body part, lock of –10


Divination (Scrying) hair, bit of nail, etc.
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F If the save fails, you can see and hear the subject and
Casting Time: 1 hour the subject’s immediate surroundings (approximately 10
Range: See text feet in all directions of the subject). If the subject moves,
Effect Magical sensor the sensor follows at a speed of up to 150 feet. As with
Duration: 1 min./level all divination (scrying) spells, the sensor has your full
Saving Throw: Will negates visual acuity, including any magical effects. In addition,
Spell Resistance: Yes the following spells have a 5% chance per caster level of
You can see and hear some creature, which may be at operating through the sensor: detect chaos, detect evil,
any distance. If the subject succeeds on a Will save, the detect good, detect law, detect magic, and message. If
scrying attempt simply fails. The difficulty of the save the save succeeds, you can’t attempt to scry on that
depends on how well you know the subject and what subject again for at least 24 hours. Arcane Material
sort of physical connection (if any) you have to that Component: The eye of a hawk, an eagle, or a roc, plus
creature. Furthermore, if the subject is on another nitric acid, copper, and zinc. Wizard, Sorcerer, or Bard
plane, it gets a +5 bonus on its Will save. Focus: A mirror of finely wrought and highly polished
Knowledge Will Save silver costing not less than 1,000 gp. The mirror must
Modifier be at least 2 feet by 4 feet. Cleric Focus: A holy water
None1 +10 font costing not less than 100 gp. Druid Focus: A natural
Secondhand (you +5 pool of water.
have heard of the
subject) Shatter
Firsthand (you have +0 Evocation [Sonic]
met the subject) Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Familiar (you know –5 Components: V, S, M/DF
the subject well) Casting Time: 1 standard action
1 You must have some sort of Range: Close (25 ft. + 5 ft./2 levels)
connection to a creature you have Area or Target: 5-ft.-radius spread; or one solid object or
no knowledge of. one crystalline creature
Connection Will Save Duration: Instantaneous
Modifier Saving Throw: Will negates (object); Will negates (object)
Likeness or picture –2 or Fortitude half; see text
Possession or –4 Spell Resistance: Yes (object)
garment Shatter creates a loud, ringing noise that breaks brittle,

The Le Games 19 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

nonmagical objects; sunders a single solid, nonmagical as charm effects, temporary ability damage, level
object; or damages a crystalline creature. Used as an draining, and death effects, are not affected. If the
area attack, shatter destroys nonmagical objects of subject suffers a reduction of hit points from a lowered
crystal, glass, ceramic, or porcelain. All such objects Constitution score, the reduction is not split with you
within a 5-foot radius of the point of origin are smashed because it is not hit point damage. When the spell ends,
into dozens of pieces by the spell. Objects weighing more subsequent damage is no longer divided between the
than 1 pound per your level are not affected, but all subject and you, but damage already split is not
other objects of the appropriate composition are reassigned to the subject. If you and the subject of the
shattered. Alternatively, you can target shatter against a spell move out of range of each other, the spell ends.
single solid object, regardless of composition, weighing Focus: A pair of platinum rings (worth at least 50 gp
up to 10 pounds per caster level. Targeted against a each) worn by both you and the warded creature.
crystalline creature (of any weight), shatter deals 1d6 spectral hand
points of sonic damage per caster level (maximum status
10d6), with a Fortitude save for half damage. Arcane
Material Component: A chip of mica. Spectral Hand
Necromancy
Shield Other Level: Sor/Wiz 2
Abjuration Components: V, S
Level: Clr 2, Pal 2, Protection 2 Casting Time: 1 standard action
Components: V, S, F Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action Effect: One spectral hand
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 min./level (D)
Target: One creature Saving Throw: None
Duration: 1 hour/level (D) Spell Resistance: No
Saving Throw: Will negates (harmless) A ghostly, glowing hand shaped from your life force
Spell Resistance: Yes (harmless) materializes and moves as you desire, allowing you to
This spell wards the subject and creates a mystic deliver low-level, touch range spells at a distance. On
connection between you and the subject so that some of casting the spell, you lose 1d4 hit points that return
its wounds are transferred to you. The subject gains a when the spell ends (even if it is dispelled), but not if the
+1 deflection bonus to AC and a +1 resistance bonus on hand is destroyed. (The hit points can be healed as
saves. Additionally, the subject takes only half damage normal.) For as long as the spell lasts, any touch range
from all wounds and attacks (including that dealt by spell of 4th level or lower that you cast can be delivered
special abilities) that deal hit point damage. The amount by the spectral hand. The spell gives you a +2 bonus on
of damage not taken by the warded creature is taken by your melee touch attack roll, and attacking with the
you. Forms of harm that do not involve hit points, such hand counts normally as an attack. The hand always

The Le Games 20 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

strikes from your direction. The hand cannot flank Stonecunning


targets like a creature can. After it delivers a spell, or if This ability grants a dwarf a +2 racial bonus on Search
the hand goes beyond the spell range, goes out of your checks to notice unusual stonework, such as sliding
sight, the hand returns to you and hovers. The hand is walls, stonework traps, new construction (even when
incorporeal and thus cannot be harmed by normal built to match the old), unsafe stone surfaces, shaky
weapons. It has improved evasion (half damage on a stone ceilings, and the like. Something that isn’t stone
failed Reflex save and no damage on a successful save), but that is disguised as stone also counts as unusual
your save bonuses, and an AC of at least 22. Your stonework. A dwarf who merely comes within 10 feet of
Intelligence modifier applies to the hand’s AC as if it unusual stonework can make a Search check as if he
were the hand’s Dexterity modifier. The hand has 1 to 4 were actively searching, and a dwarf can use the Search
hit points, the same number that you lost in creating it. skill to find stonework traps as a rogue can. A dwarf can
also intuit depth, sensing his approximate depth
Status underground as naturally as a human can sense which
Divination way is up.
Level: Clr 2
Components: V, S Summon Monster I
Casting Time: 1 standard action Conjuration (Summoning) [see text]
Range: Touch Level: Brd 1, Clr 1, Sor/Wiz 1
Targets: One living creature touched per three levels Components: V, S, F/DF
Duration: 1 hour/level Casting Time: 1 round
Saving Throw: Will negates (harmless) Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes (harmless) Effect: One summoned creature
When you need to keep track of comrades who may get Duration: 1 round/level (D)
separated, status allows you to mentally monitor their Saving Throw: None
relative positions and general condition. You are aware Spell Resistance: No
of direction and distance to the creatures and any This spell summons an extraplanar creature (typically
conditions affecting them: unharmed, wounded, an outsider, elemental, or magical beast native to
disabled, staggered, unconscious, dying, nauseated, another plane). It appears where you designate and acts
panicked, stunned, poisoned, diseased, confused, or the immediately, on your turn. It attacks your opponents to
like. Once the spell has been cast upon the subjects, the the best of its ability. If you can communicate with the
distance between them and the caster does not affect creature, you can direct it not to attack, to attack
the spell as long as they are on the same plane of particular enemies, or to perform other actions. The
existence. If a subject leaves the plane, or if it dies, the spell conjures one of the creatures from the 1st-level list
spell ceases to function for it. on the accompanying Summon Monster table. You
choose which kind of creature to summon, and you can

The Le Games 21 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

change that choice each time you cast the spell. A


summoned monster cannot summon or otherwise Telepathic Bond
conjure another creature, nor can it use any Divination
teleportation or planar travel abilities. Creatures cannot Level: Sor/Wiz 5
be summoned into an environment that cannot support Components: V, S, M
them. When you use a summoning spell to summon an Casting Time: 1 standard action
air, chaotic, earth, evil, fire, good, lawful, or water Range: Close (25 ft. + 5 ft./2 levels)
creature, it is a spell of that type. Targets: You plus one willing creature per three levels,
Arcane Focus: A tiny bag and a small (not necessarily no two of which can be more than 30 ft. apart
lit) candle. Duration: 10 min./level (D)
Saving Throw: None
Summon Monster II Spell Resistance: No
Conjuration (Summoning) [see text for summon monster You forge a telepathic bond among yourself and a
I] number of willing creatures, each of which must have
Level: Brd 2, Clr 2, Sor/Wiz 2 an Intelligence score of 3 or higher. Each creature
Effect: One or more summoned creatures, no two of included in the link is linked to all the others. The
which can be more than 30 ft. apart creatures can communicate telepathically through the
This spell functions like summon monster I, except that bond regardless of language. No special power or
you can summon one creature from the 2nd-level list or influence is established as a result of the bond. Once
1d3 creatures of the same kind from the 1st-level list. the bond is formed, it works over any distance (although
not from one plane to another).
Summon Monster III If desired, you may leave yourself out of the telepathic
Conjuration (Summoning) [see text for summon monster bond forged. This decision must be made at the time of
I] casting.
Level: Brd 3, Clr 3, Sor/Wiz 3 Telepathic bond can be made permanent with a
Effect: One or more summoned creatures, no two of permanency spell, though it only bonds two creatures
which can be more than 30 ft. apart per casting of permanency.
This spell functions like summon monster I, except that Material Component: Pieces of eggshell from two
you can summon one creature from the 3rd-level list, different kinds of creatures.
1d3 creatures of the same kind from the 2nd-level list,
or 1d4+1 creatures of the same kind from the 1st-level
list.

The Le Games 22 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

OPEN GAME LICENSE Version 1.0a environments, creatures, equipment, magical or


The following text is the property of Wizards of the supernatural abilities or effects, logos, symbols, or
Coast, Inc. and is Copyright 2000 Wizards of the Coast, graphic designs; and any other trademark or registered
Inc ("Wizards"). All Rights Reserved. trademark clearly identified as Product identity by the
1. Definitions: owner of the Product Identity, and which specifically
(a)"Contributors" means the copyright and/or trademark excludes the Open Game Content;
owners who have contributed Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
(b)"Derivative Material" means copyrighted material motto, designs that are used by a Contributor to identify
including derivative works and translations (including itself or its products or the associated products
into other computer languages), potation, modification, contributed to the Open Game License by the
correction, addition, extension, upgrade, improvement, Contributor
compilation, abridgment or other form in which an (g) "Use", "Used" or "Using" means to use, Distribute,
existing work may be recast, transformed or adapted; copy, edit, format, modify, translate and otherwise
(c) "Distribute" means to reproduce, license, rent, lease, create Derivative Material of Open Game Content.
sell, broadcast, publicly display, transmit or otherwise (h) "You" or "Your" means the licensee in terms of this
distribute; agreement.
(d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and 2. The License: This License applies to any Open Game
routines to the extent such content does not embody the Content that contains a notice indicating that the Open
Product Identity and is an enhancement over the prior Game Content may only be Used under and in terms of
art and any additional content clearly identified as Open this License. You must affix such a notice to any Open
Game Content by the Contributor, and means any work Game Content that you Use. No terms may be added to
covered by this License, including translations and or subtracted from this License except as described by
derivative works under copyright law, but specifically the License itself. No other terms or conditions may be
excludes Product Identity. applied to any Open Game Content distributed using
(e) "Product Identity" means product and product line this License.
names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, 3.Offer and Acceptance: By Using the Open Game
plots, thematic elements, dialogue, incidents, language, Content You indicate Your acceptance of the terms of
artwork, symbols, designs, depictions, likenesses, this License.
formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; 4. Grant and Consideration: In consideration for
names and descriptions of characters, spells, agreeing to use this License, the Contributors grant You
enchantments, personalities, teams, personas, a perpetual, worldwide, royalty-free, non-exclusive
likenesses and special abilities; places, locations,

The Le Games 23 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

license with the exact terms of this License to Use, the 8. Identification: If you distribute Open Game Content
Open Game Content. You must clearly indicate which portions of the work
that you are distributing are Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, 9. Updating the License: Wizards or its designated
You represent that Your Contributions are Your original Agents may publish updated versions of this License.
creation and/or You have sufficient rights to grant the You may use any authorized version of this License to
rights conveyed by this License. copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
6.Notice of License Copyright: You must update the
COPYRIGHTNOTICE portion of this License to include 10 Copy of this License: You MUST include a copy of
the exact text of the COPYRIGHT NOTICE of any Open this License with every copy of the Open Game Content
Game Content You are copying, modifying or You Distribute.
distributing, and You must add the title, the copyright
date, and the copyright holder's name to the 11. Use of Contributor Credits: You may not market or
COPYRIGHT NOTICE of any original Open Game advertise the Open Game Content using the name of any
Content you Distribute. Contributor unless You have written permission from
the Contributor to do so.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to 12 Inability to Comply: If it is impossible for You to
compatibility, except as expressly licensed in another, comply with any of the terms of this License with
independent Agreement with the owner of each element respect to some or all of the Open Game Content due to
of that Product Identity. You agree not to indicate statute, judicial order, or governmental regulation then
compatibility or co-adaptability with any Trademark or You may not Use any Open Game Material so affected.
Registered Trademark in conjunction with a work
containing Open Game Content except as expressly 13 Termination: This License will terminate
licensed in another, independent Agreement with the automatically if You fail to comply with all terms herein
owner of such Trademark or Registered Trademark. The and fail to cure such breach within 30 days of becoming
use of any Product Identity in Open Game Content does aware of the breach. All sublicenses shall survive the
not constitute a challenge to the ownership of that termination of this License.
Product Identity. The owner of any Product Identity used
in Open Game Content shall retain all rights, title and 14 Reformation: If any provision of this License is held
interest in and to that Product Identity. to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.

The Le Games 24 Eytan Bernstein


You wanna? The’ Le
17 Magic Rings

15 COPYRIGHT NOTICE owned by Wizards of the Coast and are used according
Open Game License v 1.0 Copyright 2000, Wizards of to the terms of the D20 System License version 3.0. A
the Coast, Inc. copy of this License can be found at
System Reference Document Copyright 2000, Wizards of www.wizards.com/d20.
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary Product Identification:
Gygax and Dave Arneson. • The following is a listing of Open Game Content: All
game text.
'D20 System' and the 'D20 System' logo are Trademarks
Copyright information
Available Now: • Pocket Sourcebooks, © 2005 The Le. Published by
The Le Games, www.TheLeGames.com
• 17 Magic Rings, © 2005 The Le. Published by The Le
Games, www.TheLeGames.com
• Images: Some images © 2003-2005 www.clipart.com
• Images: Character Clip Art & Color Customization
Studio Copyright 2002. Elmore Productions, Inc.;
Authors Larry Elmore and Ken Whitman, Art and
Illustrations by Larry Elmore.

The Le Games 25 Eytan Bernstein


You wanna? The’ Le

You might also like